Ships What's the ABSOLUTE max a DBX can Jump (no Supercharging or Jumponium)?

I've been playing with my DBX Big Bad Nasty Warship for a while, and I've got her up to 77.08LY max Jump when running on fumes.
What is the ABSOLUTE maximum Jump this ship can achieve? If it is greater than 77.08LY (and I'm sure it is) don't tell me HOW - just tell me there is more I can shave off my mass or add to my FSD - I want to find the best solution on my own. :)
 
I can get 81.19lyr jump range on coriolis with what I'd consider absolute minimal fitting to be actually flyable.
Holy Moses! Past 75LY my most creative changes give me at BEST 0.10LY increase in Jump range. I asked specifically that respondents do NOT provide build information, but your post suggests that you are going beyond what is practical. Is your 81LY build practical, or an X-model (Experimental build) that can ONLY Jump? Note that that is not a negative question; I'm genuinely curious.
:)
EDIT: You said 'On Coriolis'. Have you TESTED it in the game?
 
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Holy Moses! Past 75LY my most creative changes give me at BEST 0.10LY increase in Jump range. I asked specifically that respondents do NOT provide build information, but your post suggests that you are going beyond what is practical. Is your 81LY build practical, or an X-model (Experimental build) that can ONLY Jump? Note that that is not a negative question; I'm genuinely curious.
:)
EDIT: You said 'On Coriolis'. Have you TESTED it in the game?

Nah not tested it in game. Just theory crafting on coriolis. In game I usually go for much more functional builds.

For this though the only crazy thing about it the gr5 lightweight life support that needs you to go to Colonia.
It does 2 jumps to a tank, has a full size fuel scoop and FSD booster and decent enough PP and PD with full size thrusters so you won't be disabled if you fly in a bit of gravity as well. No utility modules as it was just a test to see if I could get it higher that's all :)
 
Nah not tested it in game. Just theory crafting on coriolis. In game I usually go for much more functional builds.

For this though the only crazy thing about it the gr5 lightweight life support that needs you to go to Colonia.
It does 2 jumps to a tank, has a full size fuel scoop and FSD booster and decent enough PP and PD with full size thrusters so you won't be disabled if you fly in a bit of gravity as well. No utility modules as it was just a test to see if I could get it higher that's all :)
That's awesome. :) I'm trying to min/max my DBX for exploration, which has to include an SRV and all relevant sensors. If I can find the absolute farthest the DBX can Jump with all mods, upgrades and FDev additions, then I can know how close I've come to the longest-Jumping Diamondback the game can produce. :)
 
Mine is at 79 max but i could remove the shield, further engineer the mods that could be lighter, maybe remove a heatsink and pulse laser and probably get 80+ no problem

If I were to use smaller core modules.... now I'm curious
 
It's something you can certainly try to do.

My question is though - Why? once you start getting to that range you have more than enough range for anything you could need for general exploration in ED...
 
82.31 ly ... oh, you wanted the ship to actually fly without falling apart? :unsure:
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Oh, and of course, if we are disallowing the CG FSD:
1607160652540.png

Edit again: Oops, forgot stripped down on PP - 82.34 ly
1607160838301.png
 
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A fully functional build will probably top around 73-75ly..after that major compromises will be required for very little gain. A ship that can do 80ly and only 2 jumps is pointless, I always aim for 4-6 jumps in a tank if leaving the bubble. Otherwise you will be calling the fuel rats on a regular basis. So 3d lightweight shields, 4d lightweight thrusters 2a pp lightweight mod, 2d lightweight dist. 3a scoop. This is a working ship that can cross the void if needed.
 
A ship that can do 80ly and only 2 jumps is pointless, I always aim for 4-6 jumps in a tank if leaving the bubble. Otherwise you will be calling the fuel rats on a regular basis.
Tank size does not affect max jump range (which is computed on when you have just enough fuel left to make the jump) and a fuel scoop has zero weight so there is no reason to compromise on either tank size or fuel scoop when building for max range.
 
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